I didn't know that it was Ohshima who created Mighty and Ray. I was under the impression it was Manabu Kusunoki, who worked as an artist on SegaSonic the Hedgehog and claimed credit for their creation in The Untold History of Japanese Game Developers, Vol. 3.
The anthros' shoes are boots!? Whoa, I'd never have guessed. I guess it kind of makes sense, considering Sonic's shoes were inspired by Michael Jackson's boots.
Manabu Kusunoki did create Ray and Mighty. Naoto Ohshima drew them in that "Sonic's Friends" picture around 1991/1992, which was probably for an internal style guide. Ohshima changed their shoes and body proportions.
Mighty and Ray are clearly rushed, as is Plus overall. To me the most obvious example of the lack of polish compared to the first release was Knuckles' sprites in the Mirage Salloon photo ending- where we found sprites in the files where he's off-model and way too big and roughly shaded, but they were corrected for the final version... by a version that's accurately sized, but still off-model and arguably roughly shaded. So yeah, doesn't surprise me if they just couldn't afford the time to give Mighty and especially Ray a better set of sprites.
4 is weird as hell (what was with late 90s Oshima and super bendy legs, like his leg wraps around the other). But in an odd way though, 4 looks like a more "extreme" version of the final movie Sonic. 1 is perfection. Why couldn't we have just had that design.
Oh shit that is the tail. That picture is a mess lol. I swear there was a piece of pre Adventure art though where Sonics legs wrapped around each other. I want to say Sonic's eyes were red in that piece.
https://www.gamasutra.com/blogs/Bra...t_20th_anniversary_interview_extravaganza.php https://www.fanbyte.com/features/sonic-hedgehog-satoshi-okano/ 1 = Yuji Uekawa 2 = Satoshi Okano 3 = Naoto Ohshima So 4 must be Takumi Miyake (creator of Espio).
Pretty sure the MD could do more than the SNES without chips, but was generally more graphically limited (less colors, no transparencies, no hardware-based rotation, etc.)
The SNES’s sound chip shits all over the Genesis’s too, IIRC. I remember David Wise saying in an interview he could have never composed the DKC games if he’d been working on the Genesis.
The SNES sample-based music can always sound better given said samples exist somewhere outside the hardware in much higher fidelity; The Mega Drive's sounds can only come from a Mega Drive and as such are both timeless and distinct.
Anyways, I came back here because I found a preview of Sonic 3 within an obscure comic, Max Overload! issue 2. I'm not eagle-eyed to know if any of the screenshots are noteworthy, but here you go. EDIT: I guess this was already posted in this thread earlier. I used the search function, and nothing came up. Please trash.
SNES audio is normally considered better than Genesis audio, but most of the time the samples sound way too muffled to me, so I generally prefer the crispiness of the Genesis. In the end, I think both platforms have their pros and cons, and the quality of the games ultimately depends on the competence of the developers more than on the hardware differences. A good coder/artist/composer will do wonders with whatever resources they have, and both the SNES and the Genesis have a lot to offer. Still, even though I was a SEGA kid growing up, I'm loving the reactions of fanboys who are always saying what's possible and what's not (often without having ever written a single line of code)! But I find it equality satisfying to see the Genesis running StarFox (without co-processors) or Wolfenstein 3D (with better resolution but less colors).